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KHBlast - Release Candidate 1.5.5
![]() Developer Last Online: Jan 2021
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Current Version: RC1.5.5 Kingdom Hearts Blast, or KHBlast for short, is a modification for SRB2 which makes things more combat-focused. Enemies which normally just take a single hit to defeat will (with a few exceptions) no longer take just one hit to be dealt with, but by gaining score (which is KHBlast's XP system) and levelling up, you can deal more damage with each hit. But this goes both ways, as Sonic and company now have their own health which allows them to take more hits than they'd otherwise be able to take. There are 6 difficulties in KHBlast, of which you can choose one at the start of a new game through the Station of Awakening. Each one modifies the damage you take, the max HP you have and/or the HP of your foes. You start with just Beginner, Standard and Proud, but on clearing the game you can try out Critical or even the (in)famous EXP Zero difficulty. And using the Ultimate Mode cheat allows you to access the hidden Ultimate Difficulty. You don't just gain stats by levelling up, however. By defeating bosses and collecting Chaos Emeralds, you can improve your HP and/or RP so that you can take more hits or use more Magic. Speaking of Magic, KHBlast has a command menu system. You can use PageUp or PageDown to scroll up or down the command list, Custom 2 to switch between Magic and Items, and Custom 1 to use the selected Item or Magic spell. As of RC1, KHBlast has the following spells:
Special Stages remain the same in KHBlast, but you will be notified whenever you pick up a Special Stage Token (which becomes a Drive Token once you get all 7 emeralds) just like you would when getting an Item dropped from a foe. Finally, if you manage to make it to the final battle with all 7 Emeralds, Black Eggman will be stronger than normal, taking more hits to defeat... but in return, you start off with 7 units of Drive Charge. And with Drive Charge and all the Emeralds, you can access the Drive Form - which is basically the Super Transformation, with a full unit of charge being equal to 50 Rings. KHBlast also changes up the character select menu, giving details about the character's starting stats and their Drive Form, as well as a little tip. Due to this, if a custom character wants to have their starting stats shown in the character select screen, I would recommend an alternative version (with kh at the end of the prefix, so it would be like CLkh_Buttnick-v1.pk3) with the altered PlayerText. This would also allow them to add their profile sprite to the game, akin to the Sonic ones which I have attached as examples by adding them to the khheadpatch table, which will eventually allow for faces to be displayed based on the current state of the player: Normal, Low Health, KOed, Super or Special. (Right now, only Normal and Low Health are coded in to work) Thanks to everyone who had helped out with it, both past and present. I might not remember everyone who did so, but if I do, I'll make sure to put you down as a contributor towards this. Also, maybe consider joining the SonicD Discord server for future updates for KHBlast? Spoiler: Download Now
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#2 |
Hybrid Kart Mapper/Porter
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Version History:
RC 1 - First MB release RC 1.1 - Fixes a few bugs which rendered RC1 unplayable RC 1.2 - Added some functionality with SRB2 Dungeon Crawler RC 1.3 - Fixed a few bugs, and improved functionality with Dungeon Crawler RC 1.3.1 - Added something which RC 1.3 should have had, as well as finally fixing the suspicious statue Facestabber HP stuff. RC 1.3.2 - Slight tweak to deal with levels with a Countdown Time Over condition RC 1.4 - Quality of life improvements RC 1.5 - Difficulty Tweaks, Station tweaks and other QoL improvements RC 1.5.1 - Fixes a few bugs which I missed out when I was doing the QoL improvements. RC 1.5.2 - Fixes a fatal bug in RC 1.5.1 which broke the Station of Awakening. RC 1.5.3 - Attempts to reduce lag, while adding some modified Starpost Rewards RC 1.5.4 - Fixes a 'bug' where continuing reset your level to 1 (oh no!) as well as a few minor tweaks RC 1.5.5 - Who the heck nerfed Black Eggman in the Super Attack? Well, that nerf is undone, giving him his full health as originally intended. Video Showcases: RC 1.4 Sonic&Tails Standard Mode preview by BlueBlurTV RC 1.5.2 Amy All Emeralds Critical Mode Run by FieryExplosion Last edited by Latius; 07-08-2020 at 04:42 AM. |
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#3 |
The unreliable judge
Judge
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After going back and forth a few times and getting some more bug fixes done, this is now live! I really enjoyed what I played of this, and I did a full campaign playthrough with all emeralds to test it.
This is very interesting and I'll definitely be keeping an eye on this for any more updates too.
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Meanwhile in Aerial Garden Zone |
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#4 | |
i make mario hacks and die
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But seriously this looks really interesting, turning a 3D platformer into an ARPG? I'm intrigued. EDIT: Just played a bit of Greenflower 1 and I like the idea. I'd tone down the amount of EXP you need to earn to reach the next level though. It'd be neat if we got a few "light RPG" level packs out of this. A lot of the dungeons and towns would be reappropriated as Hangout spots but shou ga nai I suppose. I feel like a better combo system for rapidly dispatching low level mooks would be fine, like Sora's base combo. Something like Shadow's homing attack combo from 06 would be nice for Sonic, maybe Tails' Rhythm Badge dance, Knuckles could get a punch combo... As is the spin dash feels a bit insufficient. Not saying this mod is bad, far from it, it has a lot of effort and love put into it. These are just minor nitpicks of mine.
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mmmmmm homie we're in a genocide run super mario world hacking twitter (warning i speak in japanese a lot also shitposting) Last edited by KobaBeach; 06-30-2020 at 11:18 AM. |
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#5 |
Hybrid Kart Mapper/Porter
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Hey, I had to give the obligatory Super Sonic true final boss, you know.
Edit: Well, I will admit that it's mainly due to just how much EXP you can gain from Special Stages - and I will admit that I do want to add in a combo system like that, which will possibly be in a later update. Last edited by Latius; 06-30-2020 at 11:21 AM. |
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#6 |
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I absolutely adore this mod, even though I've never actually played one of the Kingdom Hearts games. Is there any possibility of a level pack friendly version of this?
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#7 | |
known as MM2Wood in-game
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YOOOOOOOOOOOOOOOOO
this is amazing! i wasn't aware that this was possible! ok, i'm getting too hyped, ahem... can't wait to see more characters compatible with this, i would love it
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My epic Twitter Account |
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#8 |
Formerly "TSDude"
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I'm a big Kingdom Hearts fan so seeing a snippet of this in srb2 a while back was huge surprise to me so I'm glad that it's finally been released!
I will note that I often opt for the harder difficulties of any KH game, the same goes for this mod however I do wish the experienced gained from your beginning battles would be just a little bit more than the current amount gained.
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Hmmm~ So tasty! |
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#9 | |
Hybrid Kart Mapper/Porter
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In fact, I've decided to add in two new things for the level header for RC 1.4: LUA.superboss and LUA.finalboss. The former can be either set to 1 or 2 - if 1, then it only toggles the Super bonus (and thus the increase in HP as well as the starting Drive) if the player already has all 7 Emeralds, otherwise it counts as if LUA.finalboss is true. If 2, however, it will make sure that you have all the Emeralds before giving the bonus. Also, already in the mod, there's LUA.RALevel - this allows you to decide on the starting Level for a stage when taken on in Record Attack mode. |
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#10 |
A guy who loves Adventures!
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Haha, SRB2 is a rpg now. Oh boy.
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Tired. Life is just... tiring sometimes... |
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#11 |
"Good mo- wait a minute..."
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This mod is pretty great, but here's something that i noticed:
On record attack boss has the same HP like on singleplayer, which makes it impossible to get the time emblem. I tried it while playing as Sonic, but if i couldn't make it to the record, then i'm not sure if i can do it with Fang.
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"Likes pizzas." |
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#12 |
Hybrid Kart Mapper/Porter
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Emerald-Night, I know about that. I know it won't be possible to beat some of the bosses with the timeframe given in base SRB2, and if I knew how to edit the time emblems, I'd do so. But with how KHBlast is right now, Emblems are not the main focus.
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#13 |
"Good mo- wait a minute..."
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I think some command MapTime can help to solve this problem. Just saying.
But of course it needs SLADE for this.
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"Likes pizzas." |
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#14 |
jet jaw sounds
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Ah yes, the true final boss.
This mod is really nice, but I think the combat is boring and could use some revamping to make the player think more. For most of the enemies, it's hold spin until their health bar is gone. In a few cases, there's actually bits of the vanilla level design where there's actually an entertaining combination of enemies, especially CEZ. Also, I think some of the enemies have too much health, like the Egg Guards. |
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#15 | |
Hybrid Kart Mapper/Porter
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As for the Egg Guards having too much health... I will consider nerfing their HP some. |
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#16 |
Hybrid Kart Mapper/Porter
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KHBlast is now in RC 1.5!
Some tweaks have been made to the XP curve and also to Sonic, giving him the Homing Thok instead of his standard Thok. Also, spindashing for too long will not protect you from enemies. Custom Character Update part 1: 1) healthdata and ringdata are exposed to allow people to add to those tables using Lua. 2) Stats have been granted for the Werehog, Advance Cream and Eggman A bit of progress has been made on making tutorials and the like, with some custom help screens explaining the controls and such Oh, and the Station of Awakening now has a snazzy new floor, thanks to LonelyFoxz. |
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#17 |
Spriting and lazing around
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As a fan of Kingdom Hearts, it made me happy to see this mod finally got released. It's not perfect—combat isn't the most engaging, bosses can be too beefy sometimes, and damage was a fair bit negligible (though it's worth noting I played this on RC 1.3)—but overall, this is a great way to re-experience SRB2.
I agree that EXP could probably be re-balanced a little though. And I kind of wish Critical Mode was available from the outset, but that's just a personal preference. Keep up the good work! (Also, thanks for using my sprites.)
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See my awesome sprite sheets & stuff! fieryexplosion.weebly.com fieryexplosion.deviantart.com |
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#18 |
"Good mo- wait a minute..."
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Thankfully that we can get the time emblem now. Horewer while getting the third and seven chaos emeralds i keep lagging. Same with entire Deep Sea zone, Castle Eggman Act 2 and maybe in some levels.
This might be a problem for someone who tries to unlock the secrets. Maybe it's some sort of bug or maybe it's because of my PC.
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"Likes pizzas." |
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#19 |
PersistantRubine/Void
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Werehog, when using his spinning attack, gains no exp from defeated enemies and seems to ignore stats.
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TOGETHER we can show the world what we can do! You are giving me a little mania! |
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#20 | ||
Hybrid Kart Mapper/Porter
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Edit: Yep, the spinning attack does seem to not grant Score, and thus it doesn't gain XP. This is a bug to the Werehog, not to KHBlast. Last edited by Latius; 07-02-2020 at 05:18 AM. |
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